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when i try connect the water colour section to the lerp how you did o the lerp it shows black even when ive checked through everything so my water is now just white is there a fix.
if you are using HDRP, you should put HD Scene color instead of scene color in the refraction part and turn on exposure, or you'll get a very bright material
But i with that i have nothing too, when i change the color opacity, nothing happens ( ps : i dont know where i must turn on depth and opaque texture in HDRP ?)
Thank you for your tutorial. Not only is the tutorial easy to follow and cut to relevant steps but you managed to give a broad sense of how to organize and build shader :)
One issue solution: If you follow everything rigth to 5:15 and the plane is not foggy despite you selected the surface type to be 'transparent' in the shader graph, you need to set again the surface type to transparent, but in the inspector, selecting the material
How do I find the material transparency option? When I click surface drop down arrow when material is selected in inspector, it has no drop down options showing?
@@lflxko3912 After messing around I found that it is actually the WaterDepth paramater that is too high. I had to set mine to like 0.2 for it to work properly
Great Video!! For any of you who had a reflextion problem, I am using unity 2021.3.27f1 create a new camera(or alternate in your main camera) under Rendering->Opaque Texture turn it ON, and also Depth Texture Then it show work in ur game view
I actually requested a video on this in the comments of a previous video, so thank you very much for doing this! Really appreciate your tutorials they are great and I am learning a lot from them. :-)
Very good tutorial ! To have a better result, you can connect the new screen position (calculated for the refraction) to the sceneDepth node so that the depth map (and all the effects computed from it) will be deformed the same way as the image :)
If your depth texture and/or foams are not working in play mode while they are working in the editor scene view, make sure to enable Opaque and Depth Texture in the main camera settings. If still not working, check the URP Renderer Data settings -> Rendering -> Depth Priming mode should be "Auto' or 'Forced'. It was 'Disabled' by default for me, so the Depth and Foam stuff were not working in Play mode while they were working in the Editor.
in case anyone is also having issues with the depth not working: for me the issue was that i had orthographic camera enabled. in hindsight makes a lot of sense since it kinda takes the depth away but took me a while to figure that out
Thanks for the awesome tutorial! Did any of you guys have this issue: the higher refraction scale you set, the more pixel-ish the water gets? It looks decent in the areas near to the camera, but from a distance it looks like a huge pile of pixels - no idea how to fix that :)
I have the same problem too. I think its because the further away you are from the water the less pixels there are to refract, so i guess turning refraction off at a range where you cant notice it would be a good idea
its because of the noise texture that dont get scaled when in distance, the fix is to use a made water texture and make sure to have mip maps enabled the best looking for water is voronoi textures
Hello, when I'm connecting Lerp, Scene color, and split to another lerp, my lerp material doesn't become blue as yours and stays black, after that there is no transparency in water, did anybody stumble upon that and know how to fix it?
There's no refraction. Refraction is (can be reproduce even if faked as) a non-linear contraction of underwater bodies. Ripples are also based on refraction but ripples don't make refraction. Just fill a bucket with water, and (avoding ripples) submerge your hand into it, then look at it from sideways and from above, you'll see the contraction. That's refraction.
i was a little confused because my depth was not working right off the bat, but then i just lowered the scale from 10. make sure you all adjust everything to 0-100 to see what is working where. good video but the very end you make it hard to see what youre doing.
Hi, I experienced the same problem with @ANJ_gaming, which is that the refraction not working after finishing the refraction block. The water with both the colors' alpha decreased still has a grey base color, therefore not really transparent. And then I tried connecting the splitted alpha channel to the alpha of the unlit output and it still does not work. Any help on this please?
If you go on your water GameObject inside the editor hierarchy and you go down to your material, the color's transperancy setting is probably maxed out
wow really nice! can you show pls how to make this water shader works with interactive objects?! like...your player walk into the water...or swimming objects on it
Great Tutorial 👍. Please create another tutorial on making water with waves and reflections. Or how to create water similar like Explained in Unity URP tutorial video (Used in Boat Attack Demo). Thanks 🙂
once I get to 10:20 and set the colors alpha to 0 the shader just goes sraight to white. Are you able to tell what setting might cause something like this?
I have a problem, it may be from my GPU cause it's an intel one. But I know it's working cause i made every step correct and verify. I did also read other comments for help but i still think is my GPU
Great shader and tutorial! Any chance you can explain how to get rid of the camera clipping effect that occurs as the camera gets close to the edge of the water?
All seems to be working until 5:10. My "Water" object isn't transparent at all. Does anyone have an Idea why? I did everything until this point like it is shown in the Video (apart from the Assets). Do I have to enable something on the objects that should be visible through the Water?
I loved this tutorial but im having this weird issue where in the game camera the foam still takes up the whole of the object its on, ive tried to no avail on fixing the issue and was wondering if anyone may have had a similar issue?
According to the video 10:26,I changed the ShallowWater alpha and DeepWater alpha but it didn't become transparent,still like blue fog,I don't even know why,could you please help me fix it?thank you!
Okay, I got it, at the beginning he says go to edit and project settings then to graphics, click on the urp thing and then check those two things in the inspector
Everything worked for me up until 10:04 . After adding the refraction+movement and lerping it into the water color and saving the asset nothing changed, no movement. However I read there is an updated video so I'll try to find that.
I found the solution, some people said it here in the comments: There is a setting in the universal render pipeline asset that you have to turn on to make the movement work in URP
Great Video! I keep getting a shadow (best I can describe it) when my camera is close to the water. If I zoom out it goes away and I can see it grow as I get closer. Any idea what I missed in the process to revisit?
It's because you have "cast shadows" turned on on the mesh with the water material It fades when you zoom out because on your urp setting the "Max Distance" for the shadows is set to 50 (so it just stop rendering them)
The foam's position keeps changing every time the camera starts rotating and moving around the world. It seems that the foam effect is struggling hard to look at the camera view, Which is something you didn't mention in the video since your camera is static, And it's the reason why I stopped using this shader in my project.
Hmm, for some reason I can't seem to find the "Unlit Graph" option. It seems like the only options I can use are either a Blank Shader Graph or a Sub Graph.